void MainWindow::autoMeshInternal(TriangleListPtr trianglesFront, TriangleListPtr trianglesBack, struct predgparam3f_s *param, double targetRadius, int component, double minU, double maxU, double minV, double maxV, int maxSubdivisions, int subdivision) { struct spin3f_s sp00, sp01, sp10, sp11; predgparam3f_eval(&sp00, param, minU, minV, component); predgparam3f_eval(&sp01, param, minU, maxV, component); predgparam3f_eval(&sp10, param, maxU, minV, component); predgparam3f_eval(&sp11, param, maxU, maxV, component); if (subdivision == maxSubdivisions || (projectedDistance(&sp00, &sp01) <= targetRadius && projectedDistance(&sp00, &sp10) <= targetRadius && projectedDistance(&sp00, &sp11) <= targetRadius && projectedDistance(&sp01, &sp10) <= targetRadius && projectedDistance(&sp01, &sp11) <= targetRadius && projectedDistance(&sp10, &sp11) <= targetRadius)) { QVector3D v00(sp00.s12 / (1 - sp00.s0), sp00.s23 / (1 - sp00.s0), sp00.s31 / (1 - sp00.s0)); QVector3D v01(sp01.s12 / (1 - sp01.s0), sp01.s23 / (1 - sp01.s0), sp01.s31 / (1 - sp01.s0)); QVector3D v10(sp10.s12 / (1 - sp10.s0), sp10.s23 / (1 - sp10.s0), sp10.s31 / (1 - sp10.s0)); QVector3D v11(sp11.s12 / (1 - sp11.s0), sp11.s23 / (1 - sp11.s0), sp11.s31 / (1 - sp11.s0)); trianglesFront->push_back(Triangle(v00, v01, v11)); trianglesFront->push_back(Triangle(v00, v11, v10)); trianglesBack->push_back(Triangle(v00, v11, v01)); trianglesBack->push_back(Triangle(v00, v10, v11)); } else { autoMeshInternal(trianglesFront, trianglesBack, param, targetRadius, component, minU, minU + 0.5 * (maxU - minU), minV, minV + 0.5 * (maxV - minV), maxSubdivisions, subdivision + 1); autoMeshInternal(trianglesFront, trianglesBack, param, targetRadius, component, minU, minU + 0.5 * (maxU - minU), minV + 0.5 * (maxV - minV), maxV, maxSubdivisions, subdivision + 1); autoMeshInternal(trianglesFront, trianglesBack, param, targetRadius, component, minU + 0.5 * (maxU - minU), maxU, minV, minV + 0.5 * (maxV - minV), maxSubdivisions, subdivision + 1); autoMeshInternal(trianglesFront, trianglesBack, param, targetRadius, component, minU + 0.5 * (maxU - minU), maxU, minV + 0.5 * (maxV - minV), maxV, maxSubdivisions, subdivision + 1); } }
int main(){ // Create the Views GLV glv; View v(Rect(100,100, 600,400)); View v1(Rect(10,10, 300,200)), v2(Rect(v1.right()+10,10, 100,200)); View v11(Rect(20,20, 80,100)), v12(Rect(80,80,100,80)); // Create the tree hierarchy glv << v; v << v1 << v2; v1 << v11 << v12; // Set properties of Views View* views[] = {&v, &v1, &v2, &v11, &v12}; for(int i=0; i<5; ++i){ views[i]->addHandler(Event::MouseDrag, Behavior::mouseMove); //views[i]->enable(KeepWithinParent); } // Disable some of the default View properties v.disable(DrawBack); v2.disable(DrawBorder); v12.disable(FocusHighlight); // Set color styles glv.cloneStyle().colors().set(StyleColor::WhiteOnBlack); v1.colors().set(Color(0.2,0.4,1,0.8), 0.7); Window win(800,600, "Views", &glv); Application::run(); }
void Planet::drawAtmoCell(float r1, float r2, float a1, float a2, Color4F r1col, Color4F r2col) { Vec2 v11(r1 * cosf(a1), r1 * sinf(a1)); Vec2 v12(r1 * cosf(a2), r1 * sinf(a2)); Vec2 v21(r2 * cosf(a1), r2 * sinf(a1)); Vec2 v22(r2 * cosf(a2), r2 * sinf(a2)); node()->drawTriangleGradient(v11, v21, v12, r1col, r2col, r1col); node()->drawTriangleGradient(v12, v21, v22, r1col, r2col, r2col); }
void Planet::drawStratumCell(float a1, float a2, const Stratum& s1, const Stratum& s2) { float r11 = _coreRadius + s1.alt1; float r12 = _coreRadius + s2.alt1; float r21 = _coreRadius + s1.alt2; float r22 = _coreRadius + s2.alt2; Vec2 v11(r11 * cosf(a1), r11 * sinf(a1)); Vec2 v12(r12 * cosf(a2), r12 * sinf(a2)); Vec2 v21(r21 * cosf(a1), r21 * sinf(a1)); Vec2 v22(r22 * cosf(a2), r22 * sinf(a2)); node()->drawTriangleGradient(v11, v21, v12, s1.col1, s2.col1, s1.col2); node()->drawTriangleGradient(v12, v21, v22, s1.col2, s2.col1, s2.col2); }
void ValueTest::onEnter() { UnitTestDemo::onEnter(); Value v1; CCASSERT(v1.getType() == Value::Type::NONE, ""); CCASSERT(v1.isNull(), ""); Value v2(100); CCASSERT(v2.getType() == Value::Type::INTEGER, ""); CCASSERT(!v2.isNull(), ""); Value v3(101.4f); CCASSERT(v3.getType() == Value::Type::FLOAT, ""); CCASSERT(!v3.isNull(), ""); Value v4(106.1); CCASSERT(v4.getType() == Value::Type::DOUBLE, ""); CCASSERT(!v4.isNull(), ""); unsigned char byte = 50; Value v5(byte); CCASSERT(v5.getType() == Value::Type::BYTE, ""); CCASSERT(!v5.isNull(), ""); Value v6(true); CCASSERT(v6.getType() == Value::Type::BOOLEAN, ""); CCASSERT(!v6.isNull(), ""); Value v7("string"); CCASSERT(v7.getType() == Value::Type::STRING, ""); CCASSERT(!v7.isNull(), ""); Value v8(std::string("string2")); CCASSERT(v8.getType() == Value::Type::STRING, ""); CCASSERT(!v8.isNull(), ""); auto createValueVector = [&]() { ValueVector ret; ret.push_back(v1); ret.push_back(v2); ret.push_back(v3); return ret; }; Value v9(createValueVector()); CCASSERT(v9.getType() == Value::Type::VECTOR, ""); CCASSERT(!v9.isNull(), ""); auto createValueMap = [&]() { ValueMap ret; ret["aaa"] = v1; ret["bbb"] = v2; ret["ccc"] = v3; return ret; }; Value v10(createValueMap()); CCASSERT(v10.getType() == Value::Type::MAP, ""); CCASSERT(!v10.isNull(), ""); auto createValueMapIntKey = [&]() { ValueMapIntKey ret; ret[111] = v1; ret[222] = v2; ret[333] = v3; return ret; }; Value v11(createValueMapIntKey()); CCASSERT(v11.getType() == Value::Type::INT_KEY_MAP, ""); CCASSERT(!v11.isNull(), ""); }
int main(int argc, char *argv[]) { Pooma::initialize(argc,argv); Pooma::Tester tester(argc, argv); // -------------------------------------------------------------------------- // 3D // -------------------------------------------------------------------------- Tensor<3,double,Full> t3f1(0.0, 3.0, 6.0, 1.0, 4.0, 7.0, 2.0, 5.0, 8.0); tester.out() << "t3f1: " << t3f1 << std::endl; Tensor<3,double,Full> t3f2 = -t3f1; tester.out() << "t3f2: " << t3f2 << std::endl; Tensor<3,double,Symmetric> t3s1(1.0, 2.0, 3.0, 4.0, 5.0, 6.0); tester.out() << "t3s1: " << t3s1 << std::endl; Tensor<3,double,Symmetric> t3s2(-1.0, -2.0, -3.0, -4.0, -5.0, -6.0); tester.out() << "t3s2: " << t3s2 << std::endl; Tensor<3,double,Full> t3s1AsFull(1.0,2.0,4.0, 2.0,3.0,5.0, 4.0,5.0,6.0); tester.out() << "t3s1AsFull: " << t3s1AsFull << std::endl; Tensor<3,double,Full> t3s2AsFull = -t3s1AsFull; tester.out() << "t3s2AsFull: " << t3s2AsFull << std::endl; Tensor<3,double,Symmetric> t3s3(9.0, 9.0, 9.0, 9.0, 9.0, 9.0), t3s4(9.0, 9.0, 9.0, 9.0, 9.0, 9.0); t3s3 = t3s1 + t3s2; tester.out() << "t3s3 = t3s1 + t3s2: " << t3s3 << std::endl; tester.check("t3s3", t3s3, Tensor<3,double,Symmetric>(0.0)); tester.check("t3s3 against Full", (t3s3 == Tensor<3,double,Symmetric>(0.0))); Tensor<3,double,Full> t3f3(99.9), t3f4(99.9), t3f5(99.9), t3f6(99.9); t3f3 = t3f1 + t3f2; // No need to check results here; done in TestTensors t3f4 = t3s1 + t3s2; tester.out() << "t3f4 = t3s1 + t3s2: " << t3f4 << std::endl; tester.check("t3f4", (t3f4 == t3s3)); t3f5 = t3f1 + t3s2; tester.out() << "t3f5 = t3f1 + t3s2: " << t3f5 << std::endl; tester.check("t3f5", t3f5, t3f1 + t3s2AsFull); t3f6 = t3s2 + t3f1; tester.out() << "t3f6 = t3s2 + t3f1: " << t3f6 << std::endl; tester.check("t3f6", t3f6, t3f1 + t3s2AsFull); t3f6 -= t3f1; tester.out() << "t3f6 -= t3f1: " << t3f6 << std::endl; tester.check("t3f6", t3f6, t3s2AsFull); t3s4 = t3s3 - t3f1; tester.out() << "t3s4 = t3s3 - t3f1: " << t3s4 << std::endl; tester.check("t3s4", (t3s4 == Tensor<3,double,Symmetric>(0,-3,-4,-6,-7,-8))); // Test Tensor dot Tensor: // Full: double sum = 0.0; int i, j, k; t3f3 = dot(t3f1, t3f2); for (i = 0; i < 3; ++i) { for (j = 0; j < 3; ++j) { for (k = 0; k < 3; ++k) { t3f3(i,k) -= t3f1(i,j)*t3f2(j,k); } } } t3f3 = t3f3*t3f3; for (i = 0; i < 3; ++i) { for (j = 0; j < 3; ++j) { sum += t3f3(i,j); } } tester.check("dot(t3f1, t3f2)", (sum == 0)); // Symmetric: sum = 0.0; t3f3 = dot(t3s1, t3s2); for (i = 0; i < 3; ++i) { for (j = 0; j < 3; ++j) { for (k = 0; k < 3; ++k) { t3f3(i,k) -= t3s1(i,j)*t3s2(j,k); } } } t3f3 = t3f3*t3f3; for (i = 0; i < 3; ++i) { for (j = 0; j < 3; ++j) { sum += t3f3(i,j); } } tester.check("dot(t3s1, t3s2)", (sum == 0)); // Test Tensor dot Vector, and vice-versa: // Full: // Vector dot Tensor Vector<3> v31(1.0, 2.0, 3.0); tester.out() << "v31: " << v31 << std::endl; Vector<3> v32(9.0); v32 = dot(v31, t3f2); tester.out() << "v32 = dot(v31, t3f2): " << v32 << std::endl; for (i = 0; i < 3; ++i) { for (j = 0; j < 3; ++j) { v32(j) -= v31(i)*t3f2(i,j); } } v32 = v32*v32; sum = 0.0; for (i = 0; i < 3; ++i) { sum += v32(i); } tester.check("dot(v31, t3f2)", (sum == 0)); // Tensor dot Vector v32 = dot(t3f2, v31); tester.out() << "v32 = dot(t3f2, v31): " << v32 << std::endl; for (i = 0; i < 3; ++i) { for (j = 0; j < 3; ++j) { v32(i) -= t3f2(i,j)*v31(j); } } v32 = v32*v32; sum = 0.0; for (i = 0; i < 3; ++i) { sum += v32(i); } tester.check("dot(t3f2, v31)", (sum == 0)); // Symmetric: // Vector dot Tensor v32 = dot(v31, t3s2); tester.out() << "v32 = dot(v31, t3s2): " << v32 << std::endl; for (i = 0; i < 3; ++i) { for (j = 0; j < 3; ++j) { v32(j) -= v31(i)*t3s2(i,j); } } v32 = v32*v32; sum = 0.0; for (i = 0; i < 3; ++i) { sum += v32(i); } tester.check("dot(v31, t3s2)", (sum == 0)); // Tensor dot Vector v32 = dot(t3s2, v31); tester.out() << "v32 = dot(t3s2, v31): " << v32 << std::endl; for (i = 0; i < 3; ++i) { for (j = 0; j < 3; ++j) { v32(i) -= t3s2(i,j)*v31(j); } } v32 = v32*v32; sum = 0.0; for (i = 0; i < 3; ++i) { sum += v32(i); } tester.check("dot(t3s2, v31)", (sum == 0)); // -------------------------------------------------------------------------- // 2D // -------------------------------------------------------------------------- Tensor<2,double,Full> t2f1(0.0, 2.0, 1.0, 3.0); tester.out() << "t2f1: " << t2f1 << std::endl; Tensor<2,double,Full> t2f2 = -t2f1; tester.out() << "t2f2: " << t2f2 << std::endl; Tensor<2,double,Symmetric> t2s1(1.0, 2.0, 3.0); tester.out() << "t2s1: " << t2s1 << std::endl; Tensor<2,double,Symmetric> t2s2(-1.0, -2.0, -3.0); tester.out() << "t2s2: " << t2s2 << std::endl; Tensor<2,double,Full> t2s1AsFull(1.0,2.0, 2.0,3.0); tester.out() << "t2s1AsFull: " << t2s1AsFull << std::endl; Tensor<2,double,Full> t2s2AsFull = -t2s1AsFull; tester.out() << "t2s2AsFull: " << t2s2AsFull << std::endl; Tensor<2,double,Symmetric> t2s3(9.0, 9.0, 9.0), t2s4(9.0, 9.0, 9.0); t2s3 = t2s1 + t2s2; tester.out() << "t2s3 = t2s1 + t2s2: " << t2s3 << std::endl; tester.check("t2s3", t2s3, Tensor<2,double,Symmetric>(0.0)); tester.check("t2s3 against Full", (t2s3 == Tensor<2,double,Symmetric>(0.0))); Tensor<2,double,Full> t2f3(99.9), t2f4(99.9), t2f5(99.9), t2f6(99.9), t2f7(99.9); t2f3 = t2f1 + t2f2; tester.out() << "t2f3 = t2f1 + t2f2: " << t2f3 << std::endl; tester.check("t2f3", t2f3, Tensor<2,double,Full>(0.0)); t2f4 = t2s1 + t2s2; tester.out() << "t2f4 = t2s1 + t2s2: " << t2f4 << std::endl; tester.check("t2f4", (t2f4 == t2s3)); t2f5 = t2f1 + t2s2; tester.out() << "t2f5 = t2f1 + t2s2: " << t2f5 << std::endl; tester.check("t2f5", t2f5, t2f1 + t2s2AsFull); t2f6 = t2s2 + t2f1; tester.out() << "t2f6 = t2s2 + t2f1: " << t2f6 << std::endl; tester.check("t2f6", t2f6, t2f1 + t2s2AsFull); t2f6 -= t2f1; tester.out() << "t2f6 -= t2f1: " << t2f6 << std::endl; tester.check("t2f6", t2f6, t2s2AsFull); t2s4 = t2s3 - t2f1; tester.out() << "t2s4 = t2s3 - t2f1: " << t2s4 << std::endl; tester.check("t2s4", (t2s4 == Tensor<2,double,Symmetric>(-0, -2, -3))); // Test Tensor dot Tensor: // Full: sum = 0.0; t2f3 = dot(t2f1, t2f2); for (i = 0; i < 2; ++i) { for (j = 0; j < 2; ++j) { for (k = 0; k < 2; ++k) { t2f3(i,k) -= t2f1(i,j)*t2f2(j,k); } } } t2f3 = t2f3*t2f3; for (i = 0; i < 2; ++i) { for (j = 0; j < 2; ++j) { sum += t2f3(i,j); } } tester.check("dot(t2f1, t2f2)", (sum == 0)); // Symmetric: sum = 0.0; t2f3 = dot(t2s1, t2s2); for (i = 0; i < 2; ++i) { for (j = 0; j < 2; ++j) { for (k = 0; k < 2; ++k) { t2f3(i,k) -= t2s1(i,j)*t2s2(j,k); } } } t2f3 = t2f3*t2f3; for (i = 0; i < 2; ++i) { for (j = 0; j < 2; ++j) { sum += t2f3(i,j); } } tester.check("dot(t2s1, t2s2)", (sum == 0)); // Test Tensor dot Vector, and vice-versa: // Full: // Vector dot Tensor Vector<2> v21(1.0, 2.0); tester.out() << "v21: " << v21 << std::endl; Vector<2> v22(9.0); v22 = dot(v21, t2f2); tester.out() << "v22 = dot(v21, t2f2): " << v22 << std::endl; for (i = 0; i < 2; ++i) { for (j = 0; j < 2; ++j) { v22(j) -= v21(i)*t2f2(i,j); } } v22 = v22*v22; sum = 0.0; for (i = 0; i < 2; ++i) { sum += v22(i); } tester.check("dot(v21, t2f2)", (sum == 0)); // Tensor dot Vector v22 = dot(t2f2, v21); tester.out() << "v22 = dot(t2f2, v21): " << v22 << std::endl; for (i = 0; i < 2; ++i) { for (j = 0; j < 2; ++j) { v22(i) -= t2f2(i,j)*v21(j); } } v22 = v22*v22; sum = 0.0; for (i = 0; i < 2; ++i) { sum += v22(i); } tester.check("dot(t2f2, v21)", (sum == 0)); // Symmetric: // Vector dot Tensor v22 = dot(v21, t2s2); tester.out() << "v22 = dot(v21, t2s2): " << v22 << std::endl; for (i = 0; i < 2; ++i) { for (j = 0; j < 2; ++j) { v22(j) -= v21(i)*t2s2(i,j); } } v22 = v22*v22; sum = 0.0; for (i = 0; i < 2; ++i) { sum += v22(i); } tester.check("dot(v21, t2s2)", (sum == 0)); // Tensor dot Vector v22 = dot(t2s2, v21); tester.out() << "v22 = dot(t2s2, v21): " << v22 << std::endl; for (i = 0; i < 2; ++i) { for (j = 0; j < 2; ++j) { v22(i) -= t2s2(i,j)*v21(j); } } v22 = v22*v22; sum = 0.0; for (i = 0; i < 2; ++i) { sum += v22(i); } tester.check("dot(t2s2, v21)", (sum == 0)); // -------------------------------------------------------------------------- // 1D // -------------------------------------------------------------------------- Tensor<1,double,Full> t1f1(1.0); tester.out() << "t1f1: " << t1f1 << std::endl; Tensor<1,double,Full> t1f2 = -t1f1; tester.out() << "t1f2: " << t1f2 << std::endl; Tensor<1,double,Symmetric> t1s1(1.0); tester.out() << "t1s1: " << t1s1 << std::endl; Tensor<1,double,Symmetric> t1s2(-1.0); tester.out() << "t1s2: " << t1s2 << std::endl; Tensor<1,double,Full> t1s1AsFull(1.0); tester.out() << "t1s1AsFull: " << t1s1AsFull << std::endl; Tensor<1,double,Full> t1s2AsFull = -t1s1AsFull; tester.out() << "t1s2AsFull: " << t1s2AsFull << std::endl; Tensor<1,double,Symmetric> t1s3(9.0), t1s4(9.0); t1s3 = t1s1 + t1s2; tester.out() << "t1s3 = t1s1 + t1s2: " << t1s3 << std::endl; tester.check("t1s3", t1s3, Tensor<1,double,Symmetric>(0.0)); tester.check("t1s3 against Full", (t1s3 == Tensor<1,double,Symmetric>(0.0))); Tensor<1,double,Full> t1f3(99.9), t1f4(99.9), t1f5(99.9), t1f6(99.9), t1f7(99.9); t1f3 = t1f1 + t1f2; tester.out() << "t1f3 = t1f1 + t1f2: " << t1f3 << std::endl; tester.check("t1f3", t1f3, Tensor<1,double,Full>(0.0)); t1f4 = t1s1 + t1s2; tester.out() << "t1f4 = t1s1 + t1s2: " << t1f4 << std::endl; tester.check("t1f4", (t1f4 == t1s3)); t1f5 = t1f1 + t1s2; tester.out() << "t1f5 = t1f1 + t1s2: " << t1f5 << std::endl; tester.check("t1f5", t1f5, t1f1 + t1s2AsFull); t1f6 = t1s2 + t1f1; tester.out() << "t1f6 = t1s2 + t1f1: " << t1f6 << std::endl; tester.check("t1f6", t1f6, t1f1 + t1s2AsFull); t1f6 -= t1f1; tester.out() << "t1f6 -= t1f1: " << t1f6 << std::endl; tester.check("t1f6", t1f6, t1s2AsFull); t1s4 = t1s3 - t1f1; tester.out() << "t1s4 = t1s3 - t1f1: " << t1s4 << std::endl; tester.check("t1s4", (t1s4 == Tensor<1,double,Symmetric>(-1))); // Test Tensor dot Tensor: // Full: sum = 0.0; t1f3 = dot(t1f1, t1f2); for (i = 0; i < 1; ++i) { for (j = 0; j < 1; ++j) { for (k = 0; k < 1; ++k) { t1f3(i,k) -= t1f1(i,j)*t1f2(j,k); } } } t1f3 = t1f3*t1f3; for (i = 0; i < 1; ++i) { for (j = 0; j < 1; ++j) { sum += t1f3(i,j); } } tester.check("dot(t1f1, t1f2)", (sum == 0)); // Symmetric: sum = 0.0; t1f3 = dot(t1s1, t1s2); for (i = 0; i < 1; ++i) { for (j = 0; j < 1; ++j) { for (k = 0; k < 1; ++k) { t1f3(i,k) -= t1s1(i,j)*t1s2(j,k); } } } t1f3 = t1f3*t1f3; for (i = 0; i < 1; ++i) { for (j = 0; j < 1; ++j) { sum += t1f3(i,j); } } tester.check("dot(t1s1, t1s2)", (sum == 0)); // Test Tensor dot Vector, and vice-versa: // Full: // Vector dot Tensor Vector<1> v11(1.0); tester.out() << "v11: " << v11 << std::endl; Vector<1> v12(9.0); v12 = dot(v11, t1f2); tester.out() << "v12 = dot(v11, t1f2): " << v12 << std::endl; for (i = 0; i < 1; ++i) { for (j = 0; j < 1; ++j) { v12(j) -= v11(i)*t1f2(i,j); } } v12 = v12*v12; sum = 0.0; for (i = 0; i < 1; ++i) { sum += v12(i); } tester.check("dot(v11, t1f2)", (sum == 0)); // Tensor dot Vector v12 = dot(t1f2, v11); tester.out() << "v12 = dot(t1f2, v11): " << v12 << std::endl; for (i = 0; i < 1; ++i) { for (j = 0; j < 1; ++j) { v12(i) -= t1f2(i,j)*v11(j); } } v12 = v12*v12; sum = 0.0; for (i = 0; i < 1; ++i) { sum += v12(i); } tester.check("dot(t1f2, v11)", (sum == 0)); // Symmetric: // Vector dot Tensor v12 = dot(v11, t1s2); tester.out() << "v12 = dot(v11, t1s2): " << v12 << std::endl; for (i = 0; i < 1; ++i) { for (j = 0; j < 1; ++j) { v12(j) -= v11(i)*t1s2(i,j); } } v12 = v12*v12; sum = 0.0; for (i = 0; i < 1; ++i) { sum += v12(i); } tester.check("dot(v11, t1s2)", (sum == 0)); // Tensor dot Vector v12 = dot(t1s2, v11); tester.out() << "v12 = dot(t1s2, v11): " << v12 << std::endl; for (i = 0; i < 1; ++i) { for (j = 0; j < 1; ++j) { v12(i) -= t1s2(i,j)*v11(j); } } v12 = v12*v12; sum = 0.0; for (i = 0; i < 1; ++i) { sum += v12(i); } tester.check("dot(t1s2, v11)", (sum == 0)); int ret = tester.results("TestSymmetricTensors"); Pooma::finalize(); return ret; }
void test(const Cont &) { // Testing if all types are provided. typename Cont::value_type t0; typename Cont::reference t1 = t0; CGAL_USE(t1); typename Cont::const_reference t2 = t0; CGAL_USE(t2); typename Cont::pointer t3 = &t0; typename Cont::const_pointer t4 = &t0; CGAL_USE(t4); typename Cont::size_type t5 = 0; CGAL_USE(t5); typename Cont::difference_type t6 = t3-t3; CGAL_USE(t6); typename Cont::iterator t7; CGAL_USE(t7); typename Cont::const_iterator t8; CGAL_USE(t8); typename Cont::reverse_iterator t9; CGAL_USE(t9); typename Cont::const_reverse_iterator t10; CGAL_USE(t10); typename Cont::allocator_type t15; std::cout << "Testing empty containers." << std::endl; Cont c0, c1; Cont c2(t15); Cont c3(c2); Cont c4; c4 = c2; typedef std::vector<typename Cont::value_type> Vect; Vect v0; const Cont c5(v0.begin(), v0.end()); Cont c6(c5.begin(), c5.end()); typename Cont::allocator_type Al; Cont c7(c0.begin(), c0.end(), Al); Cont c8; c8.insert(c0.rbegin(), c0.rend()); // test conversion iterator-> const_iterator. typename Cont::const_iterator t16 = c5.begin(); CGAL_USE(t16); assert(t16 == c5.begin()); assert(c0 == c1); assert(! (c0 < c1)); assert(check_empty(c0)); assert(check_empty(c1)); assert(check_empty(c2)); assert(check_empty(c3)); assert(check_empty(c4)); assert(check_empty(c5)); assert(check_empty(c6)); assert(check_empty(c7)); assert(check_empty(c8)); c1.swap(c0); assert(check_empty(c0)); assert(check_empty(c1)); c1.merge(c0); assert(check_empty(c0)); assert(check_empty(c1)); typename Cont::allocator_type t20 = c0.get_allocator(); std::cout << "Now filling some containers" << std::endl; Vect v1(10000); Cont c9(v1.begin(), v1.end()); assert(c9.size() == v1.size()); assert(c9.max_size() >= v1.size()); assert(c9.capacity() >= c9.size()); Cont c10 = c9; assert(c10 == c9); assert(c10.size() == v1.size()); assert(c10.max_size() >= v1.size()); assert(c10.capacity() >= c10.size()); c9.clear(); assert(check_empty(c9)); assert(c9.capacity() >= c9.size()); assert(c0 == c9); c9.merge(c10); c10.swap(c9); assert(check_empty(c9)); assert(c9.capacity() >= c9.size()); assert(c10.size() == v1.size()); assert(c10.max_size() >= v1.size()); assert(c10.capacity() >= c10.size()); std::cout << "Testing insertion methods" << std::endl; c9.assign(c10.begin(), c10.end()); assert(c9 == c10); c10.assign(c9.begin(), c9.end()); assert(c9 == c10); c9.insert(c10.begin(), c10.end()); assert(c9.size() == 2*v1.size()); c9.clear(); assert(c9 != c10); c9.insert(c10.begin(), c10.end()); assert(c9.size() == v1.size()); assert(c9 == c10); typename Cont::iterator it = c9.iterator_to(*c9.begin()); assert(it == c9.begin()); typename Cont::const_iterator cit = c9.iterator_to(const_cast<typename Cont::const_reference>(*c9.begin())); assert(cit == c9.begin()); typename Cont::iterator s_it = Cont::s_iterator_to(*c9.begin()); assert(s_it == c9.begin()); typename Cont::const_iterator s_cit = Cont::s_iterator_to(const_cast<typename Cont::const_reference>(*c9.begin())); assert(s_cit == c9.begin()); c10 = Cont(); assert(check_empty(c10)); for(typename Vect::const_iterator it = v1.begin(); it != v1.end(); ++it) c10.insert(*it); assert(c10.size() == v1.size()); assert(c9 == c10); c9.erase(c9.begin()); c9.erase(c9.begin()); assert(c9.size() == v1.size() - 2); // test reserve /*Cont c11; c11.reserve(v1.size()); for(typename Vect::const_iterator it = v1.begin(); it != v1.end(); ++it) c11.insert(*it); assert(c11.size() == v1.size()); assert(c10 == c11);*/ // owns() and owns_dereferencable(). for(typename Cont::const_iterator it = c9.begin(), end = c9.end(); it != end; ++it) { assert(c9.owns(it)); assert(c9.owns_dereferencable(it)); assert(! c10.owns(it)); assert(! c10.owns_dereferencable(it)); } assert(c9.owns(c9.end())); assert(! c9.owns_dereferencable(c9.end())); c9.erase(c9.begin(), c9.end()); assert(check_empty(c9)); std::cout << "Testing parallel insertion" << std::endl; { Cont c11; Vect v11(1000000); std::vector<typename Cont::iterator> iterators(v11.size()); tbb::parallel_for( tbb::blocked_range<size_t>( 0, v11.size() ), Insert_in_CCC_functor<Vect, Cont>(v11, c11, iterators) ); assert(c11.size() == v11.size()); std::cout << "Testing parallel erasure" << std::endl; tbb::parallel_for( tbb::blocked_range<size_t>( 0, v11.size() ), Erase_in_CCC_functor<Cont>(c11, iterators) ); assert(c11.empty()); } std::cout << "Testing parallel insertion AND erasure" << std::endl; { Cont c12; Vect v12(1000000); std::vector<tbb::atomic<bool> > free_elements(v12.size()); for(typename std::vector<tbb::atomic<bool> >::iterator it = free_elements.begin(), end = free_elements.end(); it != end; ++it) { *it = true; } tbb::atomic<unsigned int> num_erasures; num_erasures = 0; std::vector<typename Cont::iterator> iterators(v12.size()); tbb::parallel_for( tbb::blocked_range<size_t>( 0, v12.size() ), Insert_and_erase_in_CCC_functor<Vect, Cont>( v12, c12, iterators, free_elements, num_erasures) ); assert(c12.size() == v12.size() - num_erasures); } }
void MainWindow::simpleMesh(TriangleListPtr trianglesFront, TriangleListPtr trianglesBack, struct predgparam3f_s *param, double radius) { int number_of_components = predgparamtype3f_components(param->t); for (int c = 0; c < number_of_components; ++c) { for (double pu = 0; pu < 1 - radius; pu += radius) for (double pv = 0; pv < 1 - radius; pv += radius) { struct spin3f_s sp00, sp01, sp10, sp11; predgparam3f_eval(&sp00, param, pu, pv, c); predgparam3f_eval(&sp01, param, pu, pv + radius, c); predgparam3f_eval(&sp10, param, pu + radius, pv, c); predgparam3f_eval(&sp11, param, pu + radius, pv + radius, c); QVector3D v00(sp00.s12 / (1 - sp00.s0), sp00.s23 / (1 - sp00.s0), sp00.s31 / (1 - sp00.s0)); QVector3D v01(sp01.s12 / (1 - sp01.s0), sp01.s23 / (1 - sp01.s0), sp01.s31 / (1 - sp01.s0)); QVector3D v10(sp10.s12 / (1 - sp10.s0), sp10.s23 / (1 - sp10.s0), sp10.s31 / (1 - sp10.s0)); QVector3D v11(sp11.s12 / (1 - sp11.s0), sp11.s23 / (1 - sp11.s0), sp11.s31 / (1 - sp11.s0)); trianglesFront->push_back(Triangle(v00, v01, v11)); trianglesFront->push_back(Triangle(v00, v11, v10)); trianglesBack->push_back(Triangle(v00, v11, v01)); trianglesBack->push_back(Triangle(v00, v10, v11)); } // last u for (double pu = 0; pu < 1 - radius; pu += radius) { struct spin3f_s sp00, sp01, sp10, sp11; predgparam3f_eval(&sp00, param, pu, 1.0 - radius, c); predgparam3f_eval(&sp01, param, pu, 1.0, c); predgparam3f_eval(&sp10, param, pu + radius, 1.0 - radius, c); predgparam3f_eval(&sp11, param, pu + radius, 1.0, c); QVector3D v00(sp00.s12 / (1 - sp00.s0), sp00.s23 / (1 - sp00.s0), sp00.s31 / (1 - sp00.s0)); QVector3D v01(sp01.s12 / (1 - sp01.s0), sp01.s23 / (1 - sp01.s0), sp01.s31 / (1 - sp01.s0)); QVector3D v10(sp10.s12 / (1 - sp10.s0), sp10.s23 / (1 - sp10.s0), sp10.s31 / (1 - sp10.s0)); QVector3D v11(sp11.s12 / (1 - sp11.s0), sp11.s23 / (1 - sp11.s0), sp11.s31 / (1 - sp11.s0)); trianglesFront->push_back(Triangle(v00, v01, v11)); trianglesFront->push_back(Triangle(v00, v11, v10)); trianglesBack->push_back(Triangle(v00, v11, v01)); trianglesBack->push_back(Triangle(v00, v10, v11)); } // last v for (double pv = 0; pv < 1 - radius; pv += radius) { struct spin3f_s sp00, sp01, sp10, sp11; predgparam3f_eval(&sp00, param, 1.0 - radius, pv, c); predgparam3f_eval(&sp01, param, 1.0 - radius, pv + radius, c); predgparam3f_eval(&sp10, param, 1.0, pv, c); predgparam3f_eval(&sp11, param, 1.0, pv + radius, c); QVector3D v00(sp00.s12 / (1 - sp00.s0), sp00.s23 / (1 - sp00.s0), sp00.s31 / (1 - sp00.s0)); QVector3D v01(sp01.s12 / (1 - sp01.s0), sp01.s23 / (1 - sp01.s0), sp01.s31 / (1 - sp01.s0)); QVector3D v10(sp10.s12 / (1 - sp10.s0), sp10.s23 / (1 - sp10.s0), sp10.s31 / (1 - sp10.s0)); QVector3D v11(sp11.s12 / (1 - sp11.s0), sp11.s23 / (1 - sp11.s0), sp11.s31 / (1 - sp11.s0)); trianglesFront->push_back(Triangle(v00, v01, v11)); trianglesFront->push_back(Triangle(v00, v11, v10)); trianglesBack->push_back(Triangle(v00, v11, v01)); trianglesBack->push_back(Triangle(v00, v10, v11)); } // last uv { struct spin3f_s sp00, sp01, sp10, sp11; predgparam3f_eval(&sp00, param, 1.0 - radius, 1.0 - radius, c); predgparam3f_eval(&sp01, param, 1.0 - radius, 1.0, c); predgparam3f_eval(&sp10, param, 1.0, 1.0 - radius, c); predgparam3f_eval(&sp11, param, 1.0, 1.0, c); QVector3D v00(sp00.s12 / (1 - sp00.s0), sp00.s23 / (1 - sp00.s0), sp00.s31 / (1 - sp00.s0)); QVector3D v01(sp01.s12 / (1 - sp01.s0), sp01.s23 / (1 - sp01.s0), sp01.s31 / (1 - sp01.s0)); QVector3D v10(sp10.s12 / (1 - sp10.s0), sp10.s23 / (1 - sp10.s0), sp10.s31 / (1 - sp10.s0)); QVector3D v11(sp11.s12 / (1 - sp11.s0), sp11.s23 / (1 - sp11.s0), sp11.s31 / (1 - sp11.s0)); trianglesFront->push_back(Triangle(v00, v01, v11)); trianglesFront->push_back(Triangle(v00, v11, v10)); trianglesBack->push_back(Triangle(v00, v11, v01)); trianglesBack->push_back(Triangle(v00, v10, v11)); } } }
static void VbTest() { #if !defined (ACE_WIN32) Vb v1; ACE_ASSERT(v1.valid() == 0); ACE_DEBUG ((LM_DEBUG, "(%P|%t) VarBinad:v1(\"/\") [%s]\n", v1.to_string())); // purpose of this routine?? set_exception_status( &v1, 10); Vb v2(v1); ACE_ASSERT(v2.valid() == 0); Oid o1("1.2.3"), o2; v2.set_oid(o1); ACE_DEBUG ((LM_DEBUG, "(%P|%t) VarBinad:v2(\"1.2.3/\") [%s]\n", v2.to_string())); v2.get_oid(o2); ACE_ASSERT(o2 == o1); ACE_ASSERT(v2.valid() == 0); v2.set_null(); ACE_ASSERT(v2.valid() == 0); v2.get_oid(o2); Vb v3; TimeTicks t(0), t1; v3.set_oid(o1); v3.set_value(t); ACE_ASSERT(v3.valid() == 1); v3.get_value(t1); ACE_ASSERT(t == t1); Vb v4; v4.set_oid(o1); v4.set_value(o1); ACE_ASSERT(v4.valid() == 1); v4.get_value(o2); ACE_ASSERT(o1 == o2); Vb v5; Counter32 c1(12), c2; v5.set_oid(o1); v5.set_value(c1); ACE_ASSERT(v5.valid() == 1); v5.get_value(c2); ACE_ASSERT(c1 == c2); Vb v6; Counter64 c3(12345678901234ULL), c4; v6.set_oid(o1); v6.set_value(c3); ACE_ASSERT(v6.valid() == 1); v6.get_value(c4); ACE_ASSERT(c3 == c4); Vb v7; Gauge32 g1(0123456), g2; v7.set_oid(o1); v7.set_value(g1); ACE_ASSERT(v7.valid() == 1); v7.get_value(g2); ACE_ASSERT(g1 == g2); Vb v8; SnmpInt32 i1(0123456), i2; v8.set_oid(o1); v8.set_value(i1); ACE_ASSERT(v8.valid() == 1); v8.get_value(i2); ACE_ASSERT(i1 == i2); Vb v9; SnmpUInt32 u1(0123456), u2; v9.set_oid(o1); v9.set_value(u1); ACE_ASSERT(v9.valid() == 1); v9.get_value(u2); ACE_ASSERT(u1 == u2); Vb v10; OctetStr s1(" abcdefghighlmnopqrstuvwxyz!@#$%^&*()"), s2; v10.set_oid(o1); v10.set_value(s1); ACE_ASSERT(v10.valid() == 1); v10.get_value(s2); ACE_ASSERT(s1 == s2); ACE_ASSERT(s1.length() == s2.length()); // test assignment over all datatypes v10 = v5; ACE_ASSERT(v10 == v5); Vb v11(o1, s1, SNMP_CLASS_SUCCESS); ACE_ASSERT(v11.valid() == 1); v11.get_oid(o2); ACE_ASSERT(o1 == o2); v11.get_value(s2); ACE_ASSERT(s1 == s2); #endif /*if ACE_WIN32*/ }
void CIcosahedron::init( float s ){ this->clearMesh(); float p = ((1.0 + sqrt(5.0))/2.0)*s; TVector3 v0(s,0.0,p); this->iVertices.push_back(v0); TVector3 v1(-s,0.0,p); this->iVertices.push_back(v1); TVector3 v2(s,0.0,-p); this->iVertices.push_back(v2); TVector3 v3(-s,0.0,-p); this->iVertices.push_back(v3); TVector3 v4(0.0,p,s); this->iVertices.push_back(v4); TVector3 v5(0,-p,s); this->iVertices.push_back(v5); TVector3 v6(0,p,-s); this->iVertices.push_back(v6); TVector3 v7(0.0,-p,-s); this->iVertices.push_back(v7); TVector3 v8(p,s,0.0); this->iVertices.push_back(v8); TVector3 v9(-p,s,0.0); this->iVertices.push_back(v9); TVector3 v10(p,-s,0.0); this->iVertices.push_back(v10); TVector3 v11(-p,-s,0.0); this->iVertices.push_back(v11); TTriangle t0(0,4,1); this->iTriangles.push_back(t0); TTriangle t1(0,1,5); this->iTriangles.push_back(t1); TTriangle t2(0,5,10); this->iTriangles.push_back(t2); TTriangle t3(0,10,8); this->iTriangles.push_back(t3); TTriangle t4(0,8,4); this->iTriangles.push_back(t4); TTriangle t5(4,8,6); this->iTriangles.push_back(t5); TTriangle t6(4,6,9); this->iTriangles.push_back(t6); TTriangle t7(4,9,1); this->iTriangles.push_back(t7); TTriangle t8(1,9,11); this->iTriangles.push_back(t8); TTriangle t9(1,11,5); this->iTriangles.push_back(t9); TTriangle t10(2,7,3); this->iTriangles.push_back(t10); TTriangle t11(2,3,6); this->iTriangles.push_back(t11); TTriangle t12(2,6,8); this->iTriangles.push_back(t12); TTriangle t13(2,8,10); this->iTriangles.push_back(t13); TTriangle t14(2,10,7); this->iTriangles.push_back(t14); TTriangle t15(7,10,5); this->iTriangles.push_back(t15); TTriangle t16(7,5,11); this->iTriangles.push_back(t16); TTriangle t17(7,11,3); this->iTriangles.push_back(t17); TTriangle t18(3,11,9); this->iTriangles.push_back(t18); TTriangle t19(3,9,6); this->iTriangles.push_back(t19); }
void Hud::Draw (Zeni::Time::Second_Type elapsedTime) { HeroComponent & hero = HeroComponent::GetInstance(); double heroHealth = hero.GetHealth(); double heroShields = hero.GetShields(); double healthWidth = 200.0f; double healthHeight = 30.0f; Zeni::Point2f bgPosition1 (590.0f, 40.0f); Zeni::Point2f bgPosition2 (bgPosition1.x, bgPosition1.y + healthHeight); Zeni::Point2f bgPosition3 (bgPosition1.x + healthWidth, bgPosition1.y + healthHeight); Zeni::Point2f bgPosition4 (bgPosition1.x + healthWidth, bgPosition1.y); Zeni::Point2f healthPosition1 = bgPosition1; Zeni::Point2f healthPosition2 = bgPosition2; Zeni::Point2f healthPosition3 (bgPosition1.x + healthWidth * heroHealth / 1000.0f, bgPosition1.y + healthHeight); Zeni::Point2f healthPosition4 (bgPosition1.x + healthWidth * heroHealth / 1000.0f, bgPosition1.y); Zeni::Point2f shieldPosition1 = bgPosition1; Zeni::Point2f shieldPosition2 = bgPosition2; Zeni::Point2f shieldPosition3 (bgPosition1.x + healthWidth * heroShields / 100.0f, bgPosition1.y + healthHeight); Zeni::Point2f shieldPosition4 (bgPosition1.x + healthWidth * heroShields / 100.0f, bgPosition1.y); int score = hero.GetScore(); std::stringstream ss4; ss4 << score; Zeni::get_Fonts()["score"].render_text (ss4.str(), Zeni::Point2f (20.0f, 550.0f), Zeni::get_Colors()["score"]); ++frameCount; std::stringstream ss ("FPS: "); ss << fps; //Zeni::get_Fonts()["fps"].render_text (ss.str(), Zeni::Point2f(), Zeni::get_Colors()["fps"]); const std::vector<ProjectileFactory*>& heroWeapons = hero.GetWeapons(); size_t numWeapons = heroWeapons.size(); int selectedWeapon = hero.GetSelectedWeaponIndex(); double corner = 800.0f - 30.0f * numWeapons; Zeni::Color enabled = Zeni::get_Colors()["weapon_enabled"]; Zeni::Color disabled = Zeni::get_Colors()["weapon_disabled"]; for (int i = 0; i < numWeapons; ++i) { Zeni::Vertex2f_Texture vertex1 (Zeni::Point2f(corner + 30.0f * i, 0.0f), Zeni::Point2f(0.0f, 0.0f)); Zeni::Vertex2f_Texture vertex2 (Zeni::Point2f(corner + 30.0f * i, 30.0f), Zeni::Point2f(0.0f, 1.0f)); Zeni::Vertex2f_Texture vertex3 (Zeni::Point2f(corner + 30.0f * (i + 1), 30.0f), Zeni::Point2f(1.0f, 1.0f)); Zeni::Vertex2f_Texture vertex4 (Zeni::Point2f(corner + 30.0f * (i + 1), 0.0f), Zeni::Point2f(1.0f, 0.0f)); Zeni::Quadrilateral<Zeni::Vertex2f_Texture> q (vertex1, vertex2, vertex3, vertex4); Zeni::Material backing(i == selectedWeapon ? "selected_weapon" : "weapon"); q.lend_Material (&backing); Zeni::get_Video().render (q); double r = selectedWeapon == i ? weaponRotation : 0.0f; Zeni::render_image ( heroWeapons[i]->GetTexture(), Zeni::Point2f(corner + 30 * i + 5.0f, 5.0f), Zeni::Point2f(corner + 30 * (i + 1.0f) - 5.0f, 25.0), r, 1.0f, Zeni::Point2f(corner + 30 * i + 15.0f, 15.0f), false, heroWeapons[i]->IsReady() ? enabled : disabled); } int heroAmmo = heroWeapons[selectedWeapon]->GetAmmo(); std::stringstream ss3; ss3 << heroAmmo; Zeni::get_Fonts()["ammo"].render_text (ss3.str(), Zeni::Point2f(corner - 5.0f, 0.0f), Zeni::get_Colors()["ammo"], Zeni::ZENI_RIGHT); Zeni::Vertex2f_Texture v9 (bgPosition1, Zeni::Point2f (0.0f, 0.0f)); Zeni::Vertex2f_Texture v10 (bgPosition2, Zeni::Point2f (0.0f, 1.0f)); Zeni::Vertex2f_Texture v11 (bgPosition3, Zeni::Point2f (1.0f, 1.0f)); Zeni::Vertex2f_Texture v12 (bgPosition4, Zeni::Point2f (1.0f, 0.0f)); Zeni::Quadrilateral<Zeni::Vertex2f_Texture> q3 (v9, v10, v11, v12); Zeni::Material healthbar1("healthbar1"); q3.lend_Material (&healthbar1); Zeni::get_Video().render (q3); Zeni::Vertex2f_Texture v13 (healthPosition1, Zeni::Point2f (0.0f, 0.0f)); Zeni::Vertex2f_Texture v14 (healthPosition2, Zeni::Point2f (0.0f, 1.0f)); Zeni::Vertex2f_Texture v15 (healthPosition3, Zeni::Point2f (heroHealth / 1000.0f, 1.0f)); Zeni::Vertex2f_Texture v16 (healthPosition4, Zeni::Point2f (heroHealth / 1000.0f, 0.0f)); Zeni::Quadrilateral<Zeni::Vertex2f_Texture> q4 (v13, v14, v15, v16); Zeni::Material healthbar2("healthbar2"); q4.lend_Material (&healthbar2); Zeni::get_Video().render (q4); Zeni::Vertex2f_Texture v17 (shieldPosition1, Zeni::Point2f (0.0f, 0.0f)); Zeni::Vertex2f_Texture v18 (shieldPosition2, Zeni::Point2f (0.0f, 1.0f)); Zeni::Vertex2f_Texture v19 (shieldPosition3, Zeni::Point2f (heroShields / 100.0f, 1.0f)); Zeni::Vertex2f_Texture v20 (shieldPosition4, Zeni::Point2f (heroShields / 100.0f, 0.0f)); Zeni::Quadrilateral<Zeni::Vertex2f_Texture> q5 (v17, v18, v19, v20); Zeni::Material healthbar3("healthbar3"); q5.lend_Material (&healthbar3); Zeni::get_Video().render (q5); double timeRemaining = GameTimer::GetInstance().GetRemainingTime(); Zeni::Color timerTextColor = timeRemaining < 10.0f ? Zeni::get_Colors()["low_time"] : Zeni::get_Colors()["time"]; Zeni::render_image ( "Timer", Zeni::Point2f (620.0f, 540.0f), Zeni::Point2f (670.0f, 590.0f), false, timerTextColor); std::stringstream ss2; int minutes = (int)timeRemaining / 60; ss2 << minutes << ":" << std::fixed << std::setprecision(2) << timeRemaining - minutes * 60; Zeni::get_Fonts()["time"].render_text (ss2.str(), Zeni::Point2f(680.0f, 550.0f), timerTextColor); }
osg::Drawable *ReverseTileNode::createReverseTile(void) const { // Get the tile ReverseTile* tile = static_cast<ReverseTile*>(_lego); // Get tile color QColor color = tile->getColor(); // Get integer sizes int width = tile->getWidth(); int length = tile->getLength(); int height = 3; // Get real position, according to tile size double mw = (-width)*Lego::length_unit/2; double pw = (width)*Lego::length_unit/2; double mwp = (-width+2)*Lego::length_unit/2; double ml = (-length)*Lego::length_unit/2; double pl = (length)*Lego::length_unit/2; double mh = (-height)*Lego::height_unit/2; double ph = (height)*Lego::height_unit/2; double phm = (height-1)*Lego::height_unit/2; // Create 14 vertices osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array; osg::Vec3 v0(mw, ml, mh); osg::Vec3 v1(mw, pl, mh); osg::Vec3 v2(mwp, pl, mh); osg::Vec3 v3(mwp, ml, mh); osg::Vec3 v4(pw, ml, phm); osg::Vec3 v5(pw, pl, phm); osg::Vec3 v6(pw, pl, ph); osg::Vec3 v7(pw, ml, ph); osg::Vec3 v8(mw, ml, ph); osg::Vec3 v9(mw, pl, ph); osg::Vec3 v10(mwp, ml, phm); osg::Vec3 v11(mwp, ml, ph); osg::Vec3 v12(mwp, pl, ph); osg::Vec3 v13(mwp, pl, phm); // Create 10 faces, 8 faces are quads splitted into two triangles // NB: Down face is transparent, we don't even create it // Front face t1 vertices->push_back(v4); vertices->push_back(v5); vertices->push_back(v6); // Front face t2 vertices->push_back(v4); vertices->push_back(v6); vertices->push_back(v7); // Back face t1 vertices->push_back(v0); vertices->push_back(v1); vertices->push_back(v8); // Back face t2 vertices->push_back(v1); vertices->push_back(v8); vertices->push_back(v9); // Top face t1 vertices->push_back(v6); vertices->push_back(v7); vertices->push_back(v9); // Top face t2 vertices->push_back(v7); vertices->push_back(v8); vertices->push_back(v9); // Slop face t1 vertices->push_back(v2); vertices->push_back(v3); vertices->push_back(v5); // Slop face t2 vertices->push_back(v3); vertices->push_back(v4); vertices->push_back(v5); // Right triangle face vertices->push_back(v2); vertices->push_back(v13); vertices->push_back(v5); // Right quad face t1 vertices->push_back(v13); vertices->push_back(v12); vertices->push_back(v6); // Right quad face t2 vertices->push_back(v13); vertices->push_back(v6); vertices->push_back(v5); // Right quad face down t1 vertices->push_back(v1); vertices->push_back(v9); vertices->push_back(v12); // Right quad face down t2 vertices->push_back(v1); vertices->push_back(v2); vertices->push_back(v12); // Left triangle face vertices->push_back(v3); vertices->push_back(v4); vertices->push_back(v10); // Left quad face t1 vertices->push_back(v4); vertices->push_back(v10); vertices->push_back(v11); // Left quad face t2 vertices->push_back(v4); vertices->push_back(v7); vertices->push_back(v11); // Left quad face down t1 vertices->push_back(v0); vertices->push_back(v3); vertices->push_back(v8); // Left quad face down t2 vertices->push_back(v3); vertices->push_back(v8); vertices->push_back(v11); // Create tile geometry osg::ref_ptr<osg::Geometry> tileGeometry = new osg::Geometry; // Match vertices tileGeometry->setVertexArray(vertices); // Add color (each rectangle has the same color except for the down one which is transparent) osg::Vec4 osgColor(static_cast<float>(color.red())/255.0, static_cast<float>(color.green())/255.0, static_cast<float>(color.blue())/255.0, 1.0); osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array; // Every face has the same color, so there is only one color colors->push_back(osgColor); // Match color tileGeometry->setColorArray(colors); tileGeometry->setColorBinding(osg::Geometry::BIND_OVERALL); // Create normals osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array; normals->push_back(osg::Vec3(1, 0, 0)); normals->push_back(osg::Vec3(1, 0, 0)); normals->push_back(osg::Vec3(-1, 0, 0)); normals->push_back(osg::Vec3(-1, 0, 0)); normals->push_back(osg::Vec3(0, 0, 1)); normals->push_back(osg::Vec3(0, 0, 1)); double w = pw - mwp; double h = phm - mh; double norm = std::sqrt(w*w + h*h); normals->push_back(osg::Vec3(h/norm, 0, -w/norm)); normals->push_back(osg::Vec3(h/norm, 0, -w/norm)); normals->push_back(osg::Vec3(0, 1, 0)); normals->push_back(osg::Vec3(0, 1, 0)); normals->push_back(osg::Vec3(0, 1, 0)); normals->push_back(osg::Vec3(0, 1, 0)); normals->push_back(osg::Vec3(0, 1, 0)); normals->push_back(osg::Vec3(0, -1, 0)); normals->push_back(osg::Vec3(0, -1, 0)); normals->push_back(osg::Vec3(0, -1, 0)); normals->push_back(osg::Vec3(0, -1, 0)); normals->push_back(osg::Vec3(0, -1, 0)); // Match normals tileGeometry->setNormalArray(normals); tileGeometry->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE); // Define tile 18 GL_TRIANGLES with 20*3 vertices tileGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, 18*3)); // Return the tile whithout plot return tileGeometry.release(); }
osg::Drawable *ClampNode::createBrick(void) const { // Get the brick Clamp* clamp = static_cast<Clamp*>(_lego); // Get brick color QColor color = clamp->getColor(); // Get clamp bounding box clamp->calculateBoundingBox(); BoundingBox bb = clamp->getBoundingBox(); // Get integer sizes int width = bb.getWidth(); int length = bb.getLength(); int height = bb.getHeight(); // Get real position, according to tile size double mw = (-width)*Lego::length_unit/2; double mwpm = (-width)*Lego::length_unit/2+Lego::height_unit/2; double mwp = (-width)*Lego::length_unit/2+0.93*Lego::height_unit; double pw = (width)*Lego::length_unit/2; double pwm = (width)*Lego::length_unit/2-Lego::height_unit/2; double ml = (-length)*Lego::length_unit/2; double mlp = (-length+0.5)*Lego::length_unit/2; double pl = (length)*Lego::length_unit/2; double plm = (length-0.5)*Lego::length_unit/2; double mh = (-height)*Lego::height_unit/2; double mhp = (-height)*Lego::height_unit/2+2*Lego::plot_top_height; double mhpm = (-height)*Lego::height_unit/2+Lego::plot_top_height; double phm = (height)*Lego::height_unit/2-Lego::height_unit/2; double phmp = (height)*Lego::height_unit/2-0.5*Lego::height_unit/2; // Create 3 vertices osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array; osg::Vec3 v0(ml, mw, mh); osg::Vec3 v1(pl, mw, mh); osg::Vec3 v2(pl, pw, mh); osg::Vec3 v3(ml, pw, mh); osg::Vec3 v4(ml, pw, mhp); osg::Vec3 v5(pl, pw, mhp); osg::Vec3 v6(pl, mw, mhp); osg::Vec3 v7(ml, mw, mhp); osg::Vec3 v8(mlp, mw, mhp); osg::Vec3 v9(mlp, mw, phm); osg::Vec3 v10(ml, mw, phm); osg::Vec3 v11(ml, mwp, phmp); osg::Vec3 v12(mlp, mwp, phmp); osg::Vec3 v13(mlp, pw, mhp); osg::Vec3 v14(plm, mw, mhp); osg::Vec3 v15(plm, mw, phm); osg::Vec3 v16(pl, mw, phm); osg::Vec3 v17(pl, mwp, phmp); osg::Vec3 v18(plm, mwp, phmp); osg::Vec3 v19(plm, pw, mhp); osg::Vec3 v20(mlp, mwpm, mh); osg::Vec3 v21(plm, mwpm, mh); osg::Vec3 v22(plm, pwm, mh); osg::Vec3 v23(mlp, pwm, mh); osg::Vec3 v24(mlp, mwpm, mhpm); osg::Vec3 v25(plm, mwpm, mhpm); osg::Vec3 v26(plm, pwm, mhpm); osg::Vec3 v27(mlp, pwm, mhpm); // Create 1 faces, 0 faces are quads splitted into two triangles // NB: Down face is transparent, we don't even create it // Bottom vertices->push_back(v3); vertices->push_back(v2); vertices->push_back(v1); vertices->push_back(v0); // Bottom hole vertices->push_back(v20); vertices->push_back(v21); vertices->push_back(v22); vertices->push_back(v23); // Bottom far vertices->push_back(v24); vertices->push_back(v25); vertices->push_back(v26); vertices->push_back(v27); // Front face vertices->push_back(v2); vertices->push_back(v3); vertices->push_back(v4); vertices->push_back(v5); // Back face vertices->push_back(v0); vertices->push_back(v1); vertices->push_back(v6); vertices->push_back(v7); // Left bottom face vertices->push_back(v0); vertices->push_back(v3); vertices->push_back(v4); vertices->push_back(v7); // Right bottom face vertices->push_back(v1); vertices->push_back(v2); vertices->push_back(v5); vertices->push_back(v6); // Top face vertices->push_back(v4); vertices->push_back(v5); vertices->push_back(v6); vertices->push_back(v7); // Left part back vertices->push_back(v7); vertices->push_back(v8); vertices->push_back(v9); vertices->push_back(v10); // Left part left ext vertices->push_back(v4); vertices->push_back(v7); vertices->push_back(v10); vertices->push_back(v11); // Left part front vertices->push_back(v4); vertices->push_back(v11); vertices->push_back(v12); vertices->push_back(v13); // Left part left int vertices->push_back(v8); vertices->push_back(v9); vertices->push_back(v12); vertices->push_back(v13); // Right part back vertices->push_back(v6); vertices->push_back(v14); vertices->push_back(v15); vertices->push_back(v16); // Left part left ext vertices->push_back(v5); vertices->push_back(v6); vertices->push_back(v16); vertices->push_back(v17); // Left part front vertices->push_back(v5); vertices->push_back(v17); vertices->push_back(v18); vertices->push_back(v19); // Left part left int vertices->push_back(v14); vertices->push_back(v15); vertices->push_back(v18); vertices->push_back(v19); // Bottom front vertices->push_back(v20); vertices->push_back(v21); vertices->push_back(v25); vertices->push_back(v24); // Bottom right vertices->push_back(v21); vertices->push_back(v22); vertices->push_back(v26); vertices->push_back(v25); // Bottom back vertices->push_back(v22); vertices->push_back(v23); vertices->push_back(v27); vertices->push_back(v26); // Bottom left vertices->push_back(v23); vertices->push_back(v20); vertices->push_back(v24); vertices->push_back(v27); // Create tile geometry osg::ref_ptr<osg::Geometry> clampGeometry = new osg::Geometry; // Match vertices clampGeometry->setVertexArray(vertices); // Create colors osg::Vec4 osgColor(static_cast<float>(color.red())/255.0, static_cast<float>(color.green())/255.0, static_cast<float>(color.blue())/255.0, 1.0); osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array; // Every face has the same color, so there is only one color colors->push_back(osgColor); // Match color clampGeometry->setColorArray(colors); clampGeometry->setColorBinding(osg::Geometry::BIND_OVERALL); // Create normals osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array; normals->push_back(osg::Vec3(0, 0, -1)); normals->push_back(osg::Vec3(0, 0, -1)); normals->push_back(osg::Vec3(0, 1, 0)); normals->push_back(osg::Vec3(0, -1, 0)); normals->push_back(osg::Vec3(-1, 0, 0)); normals->push_back(osg::Vec3(1, 0, 0)); normals->push_back(osg::Vec3(0, 0, 1)); normals->push_back(osg::Vec3(0, -1, 0)); normals->push_back(osg::Vec3(-1, 0, 0)); double w = pw - mwp; double h = phmp - mhp; double norm = std::sqrt(w*w + h*h); normals->push_back(osg::Vec3(0, h/norm, w/norm)); normals->push_back(osg::Vec3(1, 0, 0)); normals->push_back(osg::Vec3(0, -1, 0)); normals->push_back(osg::Vec3(1, 0, 0)); normals->push_back(osg::Vec3(0, h/norm, w/norm)); normals->push_back(osg::Vec3(-1, 0, 0)); normals->push_back(osg::Vec3(0, 1, 0)); normals->push_back(osg::Vec3(-1, 0, 0)); normals->push_back(osg::Vec3(0, -1, 0)); normals->push_back(osg::Vec3(1, 0, 0)); // Match normals clampGeometry->setNormalArray(normals); clampGeometry->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE); // Define 1 GL_QUADS with 1*4 vertices, corresponding to bottom part clampGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0*4, 4)); // Define 1 GL_QUADS with 1*4 vertices, corresponding to 1 hole in bottom part clampGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 1*4, 4)); // Retesslate to create hole osgUtil::Tessellator tesslator; tesslator.setTessellationType(osgUtil::Tessellator::TESS_TYPE_GEOMETRY); tesslator.setWindingType(osgUtil::Tessellator::TESS_WINDING_ODD); tesslator.retessellatePolygons(*clampGeometry); // Create 17 GL_QUADS, i.e. 18*4 vertices clampGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 2*4, 18*4)); // Return the tile whithout plot return clampGeometry.release(); }